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Thread: [Region 1][Map 12] [Location 01] - Finger Islands

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  1. #1
    Community Leader Torq's Avatar
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    Casteran, was added as a bit on an afterthought when I asked to Ravs to allow for one of Groam's roads to actually lead somewhere, but I dont think either of us, or Redrobes for that matter have much of an idea what it is. I think it would be more Groam and less beastlands in fluence due to its position, but thats just a guess.

    Groam is desparate for trade as it has few trade partners and its main trading partner Orvaelos in the South is getting a a little stroppy, Maybe Casteran is where the iron comes into Groam.

    Torq
    The internet! It\'ll never catch on.

    Software Used: Terranoise, Wilbur, Terragen, The Gimp, Inkscape, Mojoworld

  2. #2

    Post Tightening up distances etc....

    So after looking at the work so far I went back to the Fractal Terrains file to tighten up scales and distances. FT gives me a much smaller scale and accordingly the main island is not 35 miles across but 18!

    Here is a prettied up first draft with the work from FT.




    I will marry the two versions together so that they fit stylistically before I'm done.




    I think I will keep the FT scale though because it suits my purposes to be smaller.

    - Sigurd.
    Last edited by Sigurd; 06-07-2008 at 11:37 PM.

  3. #3
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    What is the region north of Lake Festus? They don't seem to have any trade easy trade routes planned into here.

    From Irontown, I see trade running:

    North: to Jeedon River, with ships going to Farpoint and Casteran in the Beastlands, and Arkender, Feral in Groam.

    South: to Riverwash in the Beastlands, and Udynaeses in the very south of Groam. From there, trade of the fine Irontown steel goes where ever.

    Maybe I'll sketch out some basics of the regions that aren't filled in, just lay out positions for cities, if no one is currently working on those regions.

  4. #4

    Post Deeper Plan

    I have decided that this is far more fun if I don't rush the project.

    My plan is to fill the little map at the top of the page, or explain why it isn't filled .

    I have guestimated the island as 57sq miles and decided to start there.

    Basic Outline:

    Talworth Island - Has been inhabited by halflings for a great deal of time and rather chaotic. With the rise of Groam a leader appeared (human or ?) who was able to build a keep in the region and convinced the halflings to exchange fealty for his protection. Not universally popular but no rebellion either.

    I am using various random population generators to refine my idea based on the area taken from the map and its situation, an island.


    Ideas I'd like some feedback on.

    1. 'Festor/ is a fairly benevolent shape changing dragon. In his human form he has far lower food requirements and can disguise his presence.
    He is the patron of a mage school on the peninsula.

    2. Navy of the Inner Sea.

    3. The Finger Islands are the center of a Principality that includes the main islands, perhaps the specks, and a city on each shore.
    So the city in the Bay, and the edge of Groam would both be trading centers owing allegiance to a central keep and Prince.


    I'd love any response to the above ideas.


    - sigurd


    Here is a pdf of early demographics based on the "Low Fantasy Population Generator" by Erin D. Smale. I find it much easier to start with something then morph it into something different.
    Attached Thumbnails Attached Thumbnails Talworth Island.pdf  

  5. #5

    Post Kalabar Is Born!

    Does anyone have a problem with me making the Principality of Kalabar?

    I chose the name by way of explaining the swamps.

    It is far older than Groam but has never seen the wealth that Groam saw in the silver boom. They're ship builders and Magic makers and very Druid friendly. The Prince, there is no king, has a Druid Seneschal.

    The ruling family is old, reclusive and very traditional. It is rumored that they have 'special' ties to the swamp etc...



    These are their claimed lands. (reality can of course differ)


    Ok with people?


    Sigurd
    Last edited by Sigurd; 06-10-2008 at 02:32 PM.

  6. #6
    Community Leader Torq's Avatar
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    Sounds good to me.

    Torq
    The internet! It\'ll never catch on.

    Software Used: Terranoise, Wilbur, Terragen, The Gimp, Inkscape, Mojoworld

  7. #7

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    Fine with me, once you're done with the project I can edit the main map to suit, so please - go with your imagination...which is a pretty good one from what I'm reading.

  8. #8

    Post Kalibari

    Kalabari:The Kalabari are a fierce tribe of superstitious Northmen. They are excellent sailors and knowledgeable guides of the inland seas. Kalabari boats are clinker built and very agile.

    They are organized into clans that gather in "Things". An island or coastal settlement might be one clan or a group of clans. The biggest ritual things are at the solstices. Things may be called by royal decree, for religious observances, or to respond to threats or omens.

    Voting at the Things is based on the number of manned warboats a clan supports.

    Their religious center is the high temple in the Kalabar Swamp. The Priestess of the Kalabari is called "The Keeper". From her place in the temple she advises the Prince and heads a network of druids and witches primarily made up of women. Each Kalabar clan will have at least one keeper of their own to advise and lead religious observances. Traditionally keepers help choose life paths among the clans by vision and divination.

    Clan keepers may be male or female but they must receive training from the central temple. Local keepers are chosen by clan leaders and the High Keeper at a ceremony in the high temple. Keepers almost never return to the clan of their birth.

    The symbol of the Kalabari royal household is a serpent or dragon. The Prince of the Kalabari is said to be able to raise storms and even Festus herself.

    On lake Festus, dark nights, or terrible storms are sometimes called "Kalabari" weather. Kalabari have been known to attack settlements under these conditions.

    Polygamy (male or female) exists rarely among the clans. Poverty is grounds for divorce for any spouse after the first. Divorced women may choose to 'Marry the Prince' and become brides in waiting. The Prince's family often resettles these women among other clans or absorbs them into the household. Divorced men may choose to 'Marry the Land' and wander the wilderness in search of a mate or clan that will accept them. Some of these men become Keepers, even late in life, others become hermits or mercenaries.

    They have a deserved reputation for being fierce pirates and unruly neighbors. They are equally known for being very generous with their allies and loyal.

    - Sigurd




    What do you think?

    Talroth - How bout making the pirates renegade vikings? They could be Kalabari rebels gone viking.
    Last edited by Sigurd; 06-10-2008 at 07:46 PM.

  9. #9

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